tag:www.kickstarter.com,2008-10-09:/projects/355932838/crowdsourced-hardcore-tactical-shooter/postsKickstarter: TAKEDOWN2014-11-05T19:05:36-05:00tag:www.kickstarter.com,2008-10-09:Post/10420362014-11-05T19:05:36-05:002014-12-23T22:11:10-05:00Future TimesHello Serellan Community,
<br><p><br>Serellan is at a crossroads. We have an opportunity to start a new project, but it is not without personal risk. A key component of our decision to move forward will be your willingness to continue to support us in the future, so we want to reach out to you and get your opinion. Please be frankly honest. If you aren’t already up to speed, please watch the <a href="http://youtu.be/RkDz7C1d2TA" target="_blank">TAKEDOWN Postmortem Video</a>, and read more about <a href="http://serellan.com/2014/10/1090/" target="_blank">Project Pi (here)</a> before submitting the poll. We can’t thank you enough for your feedback and support, and we hope to make awesome games with you moving forward!</p><div>
<p><a href="http://serellan.com/poll/" target="_blank"><b>http://serellan.com/poll/</b></a></p>
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</div>tag:www.kickstarter.com,2008-10-09:Post/10345252014-10-30T02:31:28-04:002014-11-04T07:04:35-05:00What is Project Pi?In the TAKEDOWN postmortem video, I talked about a project that we prototyped (after TAKEDOWN) in Unreal3 for a major publisher, as part of our plan to move forward and continue to support TAKEDOWN. After that publisher pulled out, we explored different avenues, and considered early access as a backup option since we already had a Steam APPID for it. We decided to hold on the early access model because new engine tech (Unreal4) was on the way, and the early prototype didn't fully contain the features we felt would fully demonstrate it's scope, and we had to dedicate the majority of our resources to TAKEDOWN patches. As of right now we have a playable SP prototype in Unreal 3 that demonstrates the art style, a vertical slice of basic gameplay, a small numbers of different enemy AI, and a sample of tools for the player.
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<p>[Example of our Unpublished Pi Early Access Page]
</p><p>Since I posted up the TD Postmortem, many of you have asked what this project was, so we thought we would show you a taste of what it is. </p><p>We are now prototyping on a different unannounced title in Unreal4, but would love to hear your honest feedback on this concept. Maybe we’ll dig it up again down the road. </p><p> We want to make games that you, the community, want to play. So moving forward, we want to continue on our track of “No BS development’”, and remain as transparent as possible with you. </p><div class="template oembed" contenteditable="false" data-href="https://www.youtube.com/watch?v=PjEYQsP9eCc">
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<p><b>What is Pi? (Project Independence) </b></p><p>Co-op, Non-Linear, Hybrid FPS that marries tower defense and FPS elements together with a short &amp; long reward loop.</p><p><b>Back Story </b></p><p>In the year 3141, the humans disappeared. Hundreds of years later, you awake. You are a "S.A.M.", a Semi Autonomous Mechanoid. But you are different than the others, you are self-aware. The planetary A.I. recognizes this, and seeks to eliminate this "aberration" in the system. Fight to stay alive, to upgrade yourself, and to learn the truth of what happened to the human race. </p><p><b>Gameplay </b></p><p>Pi provides a unique Co-Op Shooter experience, utilizing non-linear spaces to provide a range of tactical options for up to 8 players. Players capture and defend “quantum control points”, earning resource points to upgrade their uplink capability (levels) and gain parts for crafting S.A.M. upgrades, which they can share with their friends to affect core gameplay. </p><p><b>Visuals </b></p><p>Clean, Modern, Bold. Edge Detecting material effect layered into global post-process chain with bloom, DOF, ambient occlusion. </p><p><b>Screenshots &amp; Concepts </b></p><div class="template asset" contenteditable="false" data-edit_url="/projects/355932838/crowdsourced-hardcore-tactical-shooter/posts/1034525/assets/2824422/edit" data-id="2824422">
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tag:www.kickstarter.com,2008-10-09:Post/10276372014-10-23T16:16:00-04:002014-10-28T05:31:25-04:00Postmortem<div class="template oembed" contenteditable="false" data-href="http://youtu.be/RkDz7C1d2TA">
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<p>Hello TAKEDOWN supporters. I thought you would be interested in this postmortem I put together for you. As always, thanks for your support.</p><p>Christian</p>tag:www.kickstarter.com,2008-10-09:Post/8272792014-04-29T18:47:12-04:002014-06-11T09:42:26-04:00UPDATE YOUR SHIPPING ADDRESS!This post is for backers only. Please visit <a href="https://www.kickstarter.com/projects/355932838/crowdsourced-hardcore-tactical-shooter/posts/827279">Kickstarter.com</a> and log in to read.tag:www.kickstarter.com,2008-10-09:Post/8143172014-04-17T17:04:25-04:002014-07-22T17:20:46-04:00REWARDS!<div class="template asset" contenteditable="false" data-edit_url="/projects/355932838/crowdsourced-hardcore-tactical-shooter/posts/814317/assets/1893959/edit" data-id="1893959">
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Hi TAKEDOWN community, <p><br>Christian here.
First off, I want to apologize for not engaging the community over the past few weeks. I had a very sick cherished family member that unfortunately ended up passing away while I was working to organize long-term care for her, and I just didn’t have the bandwidth to think about work. That being said, here is an update: </p><p>REWARDS </p><p>Physical copies of the game and the final physical rewards have SHIPPED from the printing factory in Florida! Once we receive them, we’ll be working with our fulfillment company to ship them out to you. The actual printing process took longer than we expected, but are happy to be getting these out to you! Additional Steam codes will be provided with physical copies, which you can redeem as a gift if you like. </p><p>THE FUTURE </p><p>Over the past seven months, we have released eight major patches, several hotfix updates, and tons of free DLC for TAKEDOWN. We hope that our dedication to TAKEDOWN has shown through, and reflects our deep gratitude to our supporters and our community. We are currently working on a postmortem for TAKEDOWN, where we will share with you the details on hows and whys of what went right, what went wrong, and lessons we learned for the future.
Thanks again for your support, we hope this community will remain strong into the future.
</p><p>Sincerely, </p><p>Christian Allen<br>CEO/Creative Director Serellan LLC</p>tag:www.kickstarter.com,2008-10-09:Post/7590422014-02-25T14:51:19-05:002014-03-05T17:06:12-05:00Patch 8, Free DLC, XBLA & More! To the presses!<p>Hello Kickstarters,</p><p>In this update: Xbox release, PC Patch &amp;, Free DLC, Steam Sale, Physical Copies, Mod Tools, and more!</p><div class="template oembed" contenteditable="false" data-href="http://youtu.be/_YSinL3Rx68">
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<p><b>PC Updates &amp; Steam Sale</b></p><p>With Patch 8, we addressed the last major issues with Steam Integration, implementing friends joining and NAT traversal. We also released a major DLC pack, with new maps, weapons, and more. Along with this release, we launched an aggressive Steam sale, which had a result of a 1000% increase in concurrent players online. We did this so that folks will be assured that there are people to go play games with. Please take a moment and check out all of this content on our Steam page here:</p><p><a href="http://steamcommunity.com/games/236510/announcements/detail/1352506721704706285" target="_blank">http://steamcommunity.com/games/236510/announcements/detail/1352506721704706285</a></p><a href="http://steamcommunity.com/games/236510/announcements/detail/1352506721704706285" target="_blank"><div class="template asset" contenteditable="false" data-edit_url="/projects/355932838/crowdsourced-hardcore-tactical-shooter/posts/759042/assets/1677619/edit" data-id="1677619">
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</a><p><b>Xbox 360 Release
</b></p><p>TAKEDOWN: Red Sabre released on XBLA on February 21st! We have incorporated all of the relevant updates from PC, as well as the Free DLC released on PC over the past months. A few folks have asked about XBLA codes, and as I've previously mentioned, we are unable to provide them. Xbox codes do not work the same as Steam codes, and we are unable to simply generate them as we can for Steam codes.The response from Xbox gamers has been largely positive, and we are attempting to get some gaming sites to take a look at the Xbox version, as well as take a new look at the PC game, now that we have released 8 major patches, many hot-fixes, added bunches of new features and content based on your feedback.</p><p><b>Mod Tools </b></p><p>Mod Tools are still a WIP, but we are getting VERY close. I apologize for the delay, but creating a clean package with mod tools was not as simple as we thought it would be, and have been actively working with Epic on working through technical issues. We don't want to release an editor that takes forever to load or that constantly crashes. Because of licensing requirements with Unreal, we can't just release everything, because our game contains source code for Unreal 3 (not UDK). Terry has been working long hours on this, and we think we now have a solution that we'll be sending over to Epic in the next few days for verification that it meets our licensing requirements for release. This will of course be free. A few people have asked about modding on Xbox, and unfortunately this wont be possible. Miscrosoft does not have a built-in infrastructure for this support, and we simply do not have the ability to build the kind of back-end support that this kind of feature would require (most console games are the same).</p><p><b>Physical Copies
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<p>Terry, Mark, and I have been working to get all the assets together for our print run of physical copies &amp; art rewards for those Kickstarters who qualify. We are working with a "one stop shop" out of Florida, and have recently submitted all of our proofs. The physical copies of the game will include a Steam installer &amp; code for ease of install. This will be in addition to the Steam code you already received. In addition, the disk will include a standalone copy of the game that can be copied over and run without being installed, for those of you who do not want to run Steam. There will be some features that will not function without some tinkering, due to the Steam integration we implemented that the vast majority of Kickstarters &amp; fans have asked for.
If you have changed addresses, keep an eye out for an upcoming survey email. If you do not fill out the survey, we will assume your address has not changed and ship to the original Kickstarter address provided. We cannot afford to re-send out returned items or replace items that are sent to outdated addresses. More details about the survey will be released shortly.</p>
<p><b>Thanks for your support!</b></p>
<p>We hope that our dedication to continue to improve and add to TAKEDOWN shows our passion about this game and this community. While mistakes were made during development and launch, which I take full responsibility for, we continue to thank you for this great journey you have helped us experience.</p>
<p>Sincerely,</p>
<p>Christian</p>
</div>tag:www.kickstarter.com,2008-10-09:Post/7034572013-12-23T21:03:41-05:002014-02-16T21:22:06-05:00Happy Holidays from Serellan! DLC Sneak Peak...<div class="template asset" contenteditable="false" data-edit_url="/projects/355932838/crowdsourced-hardcore-tactical-shooter/posts/703457/assets/1471833/edit" data-id="1471833">
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<p><b>Hello TAKEDOWN community,</b></p><p>First off, the team at Serellan would like to send Holiday wishes to you and your family!
</p><p>The team has continued to work on the game, and are readying both the Xbox build, and the next PC update, which will contain a batch of FREE DLC as a thanks for supporting the game and sticking with us over the past few months. This content is still in QA testing, and is targeted for release after the holidays, but we wanted to give you a sneak peak right now!
</p><p><b>DLC
</b></p><p>In addition to same game feature updates which I will detail when they are released, we have another batch of free content for you to check out:</p><p><b>NEW Map: The Hold
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<p>The hold is a large, interior storage area of a cargo ship. The map itself is extremely large, and features a combination of CQB areas such as stairwells, and long range combat across the vast hold areas. For Tango Hunt, Bomb Disarm, and Attack/Defend, the full map is utilized, and there are a variety of Firefight variants for TDM and LMS.</p><p><b>Map Relight: Radar Storm
</b></p><p>Radar Storm changes the feel and dynamics of Radar Station from bright and clear to stormy and foggy. This changes the dynamic of the long range gameplay, making moving between lit areas of the map more of a strategic decision. This map supports Tango Hunt, Bomb Disarm, and all Versus game modes, and also includes the Radar Station Firefight variants.</p><p><b>New Firefight Variants: Radar Station
</b></p><p>Two new Firefight variants for Radar Storm, Quad and Outside, change the gameplay dynamic of Radar Station. Quad shrinks the map to the Northeast quadrant, providing faster and more direct combat, while Outside locks off the interiors, enforcing sniper gameplay. These Firefight variants are available for Radar Storm as well.</p><p><b>New Weapon Set: The AG-A3
</b></p><p>The AG-A3 is an Austrian designed bullpup rifle. Included are the standard 5.56mm Carbine, the 9mm Para SMG, and the long-barrelled semi-auto DMR. The AG series provides a weapon platform that is shorter, but with increased accuracy than standard carbines. Downsides are a slightly increased level of felt recoil compared to their more traditional brethren. The A3 version includes a manual bolt release, which removes the requirement to work the non-articulating bolt handle when reloading, decreasing reload times.</p><p><b>MOD TOOLS
</b></p><p>The mod tools have taken longer to release than we planned, as our team has been focused on fixes and updates. We plan to release the mod tools, along with the Killhouse construction set, alongside the next PC update.</p><p><b>XBOX
</b></p><p>We have completed integrating the DLC into the Xbox build, as well as integrating better look control into the 360 controller (this will be added to PC in the next PC update). We are in the process of submitting the build to Microsoft for final certification. As soon as we have a firm release date from Microsoft, I will post another update.</p><p><b>HAPPY HOLIDAYS IN 2013!</b></p><p>Thanks again for your support, the team has been working hard over the past months to support the game with updates, new content, and the Xbox version. We are excited to play with you in 2014!</p><p>Sincerely,</p><p>Christian Allen<br>CEO/Creative DIrector<br>Serellan LLC</p>tag:www.kickstarter.com,2008-10-09:Post/6772392013-11-27T18:25:57-05:002013-12-03T05:54:04-05:00Thanksgiving Dev Diary and Patch #7 Notes<div class="template oembed" contenteditable="false" data-href="http://www.youtube.com/watch?v=lubvTBOZsLo&amp;feature=share&amp;list=UU8JL21H0agSRcIDCjPiPgLg&amp;index=1">
<iframe width="560" height="315" src="https://www.youtube.com/embed/videoseries?list=UU8JL21H0agSRcIDCjPiPgLg&amp;wmode=transparent" frameborder="0" allowfullscreen></iframe>
</div>
<p>Full Patch 7 Notes posted here:</p><p><a href="http://www.serellan.com/forums/index.php?/topic/3499-patch-7-20131127/" target="_blank">http://www.serellan.com/forums/index.php?/topic/3499-patch-7-20131127/</a></p><p>Thanks as always for your support!</p><p>Christian</p>tag:www.kickstarter.com,2008-10-09:Post/6628262013-11-14T18:52:21-05:002013-11-16T22:28:43-05:00Patch#6 20131114http://www.serellan.com/forums/index.php?/topic/3480-patch-6-20131114/page-0<p><b><br>Patch #6 20131114 </b></p><p><b>New Content
</b><br>-HQ “Firefight” Maps<br>-HQ Inside (TDM, LMS)
<br>-HQ Outside (TDM)
<br><br>Night HQ - Night version of HQ
Includes all HQ Tango Hunt, Bomb Disarm, Attack/Defend, TDM, LMS Maps
Firefight HQ Maps Included
<br><b><br>New Features
</b><br><br>UI: After Action Report: AAR now shows player list with “Killed by” Information
<br>UI: Pause Menu shows player list (in addition to F1 key showing pop-up Player List) <br>UI: Added “All” filter to In-Game Server Browser
<br><br><b>Game Fixes/Additions
Fix for Server </b></p><p>Fix for browser not properly refreshing
<br>Fix for join error after attempting to join full game
<br>Fix for Host sometimes being forced out of spectate mode
<br>Fix for Radar Station Communications objective bar not properly displaying for clients</p>tag:www.kickstarter.com,2008-10-09:Post/6541872013-11-06T21:22:40-05:002013-11-07T13:58:49-05:00November 5th Status Update & Patch Notes...<p>Here is a quick video status update on TAKEDOWN, and following is our current patch release notes:</p><div class="template oembed" contenteditable="false" data-href="http://youtu.be/0OkJOwp1488">
<iframe width="459" height="344" src="https://www.youtube.com/embed/0OkJOwp1488?feature=oembed&amp;wmode=transparent" frameborder="0" allowfullscreen></iframe>
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<p><b>Patch #5 20131105</b></p>New Content
5 New Cargo Ship “Firefight” Maps, utilizing new blocker system for smaller gameplay spaces - Available in Team Deathmatch and Last Man Standing
<div><br></div><div>• Cargo Ship - Bow: The front section of the ship.
</div><div>• Cargo Ship - Superstructure: The full superstructure.
</div><div>• Cargo Ship - Stern: The rear section of the ship.
• Cargo Ship - Midship: The outside of the Superstructure.
</div><div>• Cargo Ship - A Deck: The interior and exterior of A Deck.
</div><div><br></div><div>New Features
</div><div><br></div><div>• In-Game Player/Team List Added (F1)
</div><div>
<p>• Teammate ID Popup when pointing at Teammate (1 second delay, 5 meter limit) • “Killed By” Notification displayed to dead player only (Versus Mode) • Added in-game messaging when kicked from a game by the host </p>
<p>Fixes/Gameplay Additions</p>
<p>• Improvements to Quickmatch Searching / Joining. Now when a game is located, the ‘Searching’ prompt changes to a ‘Joining Game’ prompt
<br>• Extended life of blood spray
<br>• Flashbang effect detection improved to help prevent small objects from blocking effect
<br>• Added additional AI coverpoints in Biolab, Radar
<br>• Removed several AI coverpoints that conflicted with doors on HQ, Radar, Biolab
<br>• Fixed Facility doors not being closed in some “Firefight” map variants
<br>• Fixed AI surrender animation not correctly playing on clients
<br>• Fixed sun in HQ from appearing to have two light sources
<br>• Fixed error in total Grenade/Flashbang count in HUD
<br>• Players can now correctly pick up dropped grenades
<br>• Fixed sprint animation sometimes incorrectly playing on clients <br> • Reduced timeout for clients when host quits game <br> • Fix for Host being unable to kick a player in lobby after returning from game.
<br>• Functionality improvements to Spectate and Switch Team buttons in Lobby.
<br>• Fix for Cargo Ship mission not failing when team killed after hostage secured
<br>• Fix for Cargo Ship hostage guards consistently missing Hostages when engaging
<br>• Adjusted Cargo Ship &amp; Radar TH &amp; BD spawns to eliminate spawning in LOS to tango </p>
<p><b>Patch #4 20131024 </b> </p>
<div>
<p>New Features:
</p>
<p>• SP &amp; Co-op Mission Objectives now include objective indicators to more easily locate.
<br>• Lean Added to Toggle Alt-Options (Toggle Lean, ALT-L, Toggle Zoom, ALT-Z, Toggle Run/Walk, Swap Run/Walk, ALT-T).
<br>• Steam Server Browser now supports launching and joining a game directly when game is not already running.
<br>• Changed Team Indicator icons to Red Sabre and Urban Camo to better inform players of their friendly teams.
</p>
<p>Gameplay Updates/Fixes:
<br><br>• Adjusted chat log to not conflict with team indicators in versus mode
<br>• Fix for Red Sabre sometimes displaying "tango" arms when picking up weapons &amp; spawning
<br>• Adjusted in-game messages to display lower to not interfere with ADS
<br>• Fix for music playing at beginning of Versus match
<br>• Removed Mission/Win from in-action and added to AAR Screen
<br>• Fix weapon selection sometimes not functioning correctly for clients
<br>• Disabled bad Tango spawn on Radar Station Tango Hunt
<br>• Added audio cue when ALT toggle keys are used
</p>
<p><b>Patch #3 20131018</b></p>
<p>New Features </p>
<p> • Support for Steam Quickmatch, allowing you to quickly hop into games utilizing NAT traversal - More info HERE <a href="http://www.serellan....ervers-and-you/" target="_blank">http://www.serellan....ervers-and-you/</a> <br>• Support for Valve Anti-Cheat
<br>• Added “Team Messages” VO &amp; Text Hotkeys (Z + Number Keys) </p>
<p>Online &amp; Steam Functionality
<br>• Steam/UE3 Authentication Updates to improve connectivity <br>• You will no longer be required to be logged into Steam to save your Loadout settings<br>• Fixed insertion point selection when not logged into Steam <br>• When playing against someone who has not yet installed a patch (or if you haven't installed the latest available patch yourself), you should now have a more accurate message (instead of referencing a "downloadable content" mismatch) <br>• Steam language selection should now function correctly <br>• Removed Router message when unable to locate server <br>• Player Servers now correctly display numbers of players in games
Gameplay Updates &amp; Bug Fixes <br>• Fix for camera collision in spectate mode in certain areas related to relative Z position of map • Many doors have been closed in various locations <br>• Players joining a co-op mission in progress (after 1 minute) will be set to spectate
<br>• Named Loadouts “Recon, Assault, Breach, Sniper” <br>• Provided a suppressor to Squad Mate Charlie <br>• Team AI accuracy and response time increased <br>• Increased Grenade Damage Range <br>• Added audio indicators (beeps) to bombs in Att/Def to more easily locate them <br>• Modify Loadouts button changed to “Save Loadouts” <br>• UI no longer shows incorrect player counts in Last Man Standing <br>• In Radar Base in Last Man Standing game mode, missing doors have been fixed <br>• Body Armor mismatch fix for some characters <br>• Fixed Audio Call for MP5SD that was causing it to sound unsuppressed <br>• Fix for several Tango Hunt &amp; Bomb Disarm Player Spawn points <br>• Double Door Spawn on some Facility variants fixed <br>• Updated several mis-translations in the Spanish version <br>• Bomb in Biolab: Lab now properly lit <br>• Misc. Localization fixes. </p>
<p>Hotfix - 15 October 2013
<br>• Server list fix for 'No Servers' message displaying before loading the list <br>• Fixed spawn-points in ATT/Def HQ Alley. <br>• Fixed Cargo Ship spawn points for Tango Hunt &amp; Bomb Disarm. <br>• Fix to introduce better exiting from the Quickmatch lobby. <br>• Fix to resolve Quickmatch "Searching..." cancellation issue. The searching prompt will now cancel immediately upon clicking Cancel, or pressing ESC. <br>• Countdown timer added to briefing videos in Single Player, alerting the player that a video is about to begin.
<br>• Fixed Controls Menu from reordering incorrectly. </p>
<p>Hotfix 17 October 2013
<br><br>• Fix [Numpad 1] from getting bound to back button, causing Join IP screen to back up to the main menu
<br>• Fix to disable player Team Communication (Z) when player is dead.
<br>• Fix for enemy AI getting shoved up onto a door in Biolab.
<br>• Killhouse Tango Hunt - Support for co-op spawns, added second insertion point.
<br>• HQ &amp; Radar map Design Fixes<br>• Fix to kill all sounds at end of round - eliminates the issue where players hear continuous firing, etc. between rounds.
<br>• Fix for Attack/Defend clients appropriately playing relevant intro VO to team position. <br>• Fixed map listing order in UI
<br>• Localized ‘Disarm All Bombs’ in French.
<br>• Increased flashbang effect time </p>
<p><b>Patch #2 20130927
</b></p>
<p>•
LOD’s and supporting code adjusted to resolve the odd eyeball/hand stretching issues with dead bodies.
<br>• Implemented fix to reduce single player games abruptly ending with message prompt “Your connection to the host has been lost.” after attempting to join an MP game issue.
<br>• UI fix for loadouts displaying options in their inappropriate slots.
<br>• Fixed DLC bug related to players unable to join servers due to DLC mismatch.
<br>• UI Fix for debug text “null’ displaying on the AAR screen.
<br>• UI Fix for “AAA:BBB” being displayed on waiting to load screen.
<br>• UI fix for server browser (lobby) games not refreshing upon clicking refresh button.
<br>• Single Player extraction zones increased and should now properly complete while playing with Squad AI.
<br>• All HQ extraction zones near all gates properly function.
</p>
<p><b>Patch #1 20130923</b></p>
<ul>
<li>The correct exe will now run automatically depending upon your windows version (Win32/Win64) </li>
<li>Servers will be displayed now in the Steam list to enhance visibility of games being played, plus accuracy of information being shown. </li>
<li> TTS/Text to speech feature has been removed
TAKEDOWN process now ends properly which will alleviate some server conflicts. </li>
</ul>
<div><br></div>
</div>
</div>